Good use of an action point!
You had 1 action point when you started the day (after sleeping in the main chamber). You get 1 action at the start of every day. Then every two fights you get another action point (you can only spend one a combat, though). Technically, this will be your second fight of the day (the first was the traps in the hall). So, you will be getting another AP after this fight.

Two other things:
Cog, you will lose your concealment this round if you don't move... now that the orc won't get an OA on you, you could move after you hit him. It might not be a huge deal to you, but just letting you know.
Also,
Your daily comes with an extra effect. The orc is affected by the Dark Dream (save ends). As long as he is under the effect, you can use a minor action to slide him 1 sq.

Aurr and Cog both rain arcane energy down on the nearby orc. He is heavily wounded (Orc1 is now Bloodied! These guys have a fair number of hps for your level, but you've managed to beat this guy to half his health!)

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

@Atreos!
I think you have too few hp. I think Atreos is supposed to have 27hp at level2.
This would mean that his angel has 13, and it is still alive (just barely) after that nasty hit from the Vendis's thug.

Sorry! I've been on the verge of chiming in, honest! Finally picked my level 5 item. So -- Rive will use Vicious Cobra Strike, augmented with his last power point: 1d20 + 10 ⇒ (11) + 10 = 21 on Goblin 2 (the guy in D5) the and 1d20 + 10 ⇒ (19) + 10 = 29 on Orc 2 (the guy right in front of him). Anyone hit takes 4 damage and is marked. If Orc 2 is hit, the Augment also marks Thug 2 (the guy next to him). Rive will ready Blurred Step and Mind Spike in case anyone moves away or hits someone else. (My apologies if I've gotten the identifiers wrong - I really will try to keep up better!)

Current h.p. 32. His AC is now up to 21, btw -- I'll update the stuff soon!

The orcs growl and press the attack. At the same time the goblin cutters try to find their opennings and aim for your kidneys... axes cleave and wicked daggers stab, but most of the whirlwind is deflected. Only Rive suffers much from the attack (he's just been bloodied, and those Orcs hit hard - he might need some healing).

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Katsuye burries her khopesh into the small goblin. He is shocked when she teleports through the shadows, and even more shocked when his body is nearly rent in two. (PS. Katsuye, I think your damage is +3 more, you get to add your CHA modifier if the target is NOT adjacent to another enemy... which he isn't).

Cog Eldritch Blast burns another hole into the orc. He staggers from the effect and he loses his grip on his axe for a moment... PS. Cog, you lose your concealment this turn -- I don't really see a good way for you to move 3squares in order to maintain it (without getting hit by the orc)... unless you want to move back down the hall and slightly off the map, you could move to "G-zero" or "H-zero", you'd be standing right next to where Kartus and Theeb are waiting and I still think you'd be able to hit everyone just fine... it's up to you.

Goblin2 is near dead (the goblins are weaker creatures and have fewer hp -- he's down to his last couple)
Orc1 is also close to death (not as close), but he's knocking on death's door.

Your former ally hiding behind the rubble is blasted by the Atreos's Angel! (That's a good solid hit on that Thug3 -- he's not bloodied, but he's definitely feeling that flame!).

@Aurr: I'm assuming you meant Orc1, since that's who's at H6 -- all that Diablo3 is messing with your vision, lol.
Aurr's bolt flies a few feet and tears a hole in the orc's neck. It's a mortal wound... well, should be a mortal wound on anyone else. The orc roars, rips the bolt from his neck, and smears it on his face -- I think you've made it angry... In broken common and thick orcish accent it screams, "Victory or Death!" and then it cleaves into Atreos with a Savage Surge!. In the end of the exchange, the orc actually looks more revitalized than before.

Aurr dropped Orc1 to 0hp - Orc1 is dead - HOWEVER:
Jorash'tar Orcs get a dying action... whenever they are reduced to 0hp they get one free standard action, and he uses his to activate his encounter power:
(death action) (ENCOUNTER POWER) Savage Surge! vs Atreos:1d20 + 7 ⇒ (14) + 7 = 21 vs AC (which is currently 17+2 b/c of Atreos's racial and Aurr's previous spell), HIT!!
For 1d12 + 5 ⇒ (8) + 5 = 13 damage
AND Orc1 gets to spend a healing surge.
So, the orc was dead, now he's not... he's still bloodied -- and I think Atreos is nearly bloodied too!
By the way, the free dying action is a triggered action, so it will trigger again when you drop him to 0hp a second time; however, the Savage Surge that healed him is an ancounter power, so he cannot do that again... meaning next time, he'll get his dying shot, but that's it and he'll be dead-dead.

Total Damage to PLAYERS:
Atreos: 13

PS: @Cog - technically, your cursed target did drop to 0hp, so you gain your curse bonus (+1 to any d20 roll till end of your next turn) -- and orc1 is still cursed, so you could get this a second time from the same guy when he dies later.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.
-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Since Atreos got hurt bad he has a channel divinity power called armor of wrath that would push Orc1 two spaces and deal 2 dmg to him. I don't think that will kill him but it would move him away to H8 I think. Its a trigger action as well

The gods teach me humility but you shall not triumph in your treachery! Atreos anger bellow from him just as the blood flows from the wound he received

Atreos will move to J6 next to Aurr as long as the triggered action pushes the Orc. From there he will attack Orc 1 with Vanguard's lightning

Attack Roll vs Ref 1d20 + 6 ⇒ (5) + 6 = 11 and even with the + 2 I think that is a miss...

Aurr, my good friend, I could use some of your Healing needles if you have a moment...

Righteous energy blasts the orc back after it delivers its blow to Atreos... The orcs staggers back a bit, growls, and tracks its prey as Atreos moves about the room.

The triggered action works. No, it doesn't do enough to kill the orc -- he got to spend a healing surge, so he was back into the teens for hp. But it does move him two squares, allowing you to move about the room.
AND! Orc Ref is only 12, so with your +2, it's a HIT! :) - go ahead and roll for damage.

Rive! I know you have been bloodied, dazed, beaten, stabbed, burned, share some of Aurr's crappy soup and even been close to death a few times but now is not the time to give up! You can rise from this lethargic state and come join us! It feels like we are statues frozen in time without your presence my friend!

Rive, embittered by his long and clearly losing battle with narcolepsy, debates whether or not to use his single attack to heal himself or smite his enemies -- the flips his blade through the air, lashing out at two enemies within reach. Vicious Cobra Strike on first Goblin 2 and then Orc 2:</ooc> <dice>1d20+10[/dice] and 1d20 + 10 ⇒ (18) + 10 = 28 [ooc]for 4 damage on each if I hit, and marking anyone I hit. Assessing the situation, Rive muses On second thought, a little healing might not be a bad idea...and spend his action point to take his second wind. He's now at:

Late in the month of Barrakas (August-ish), your group set out of the tiny town of Karholm (a small mining community not found on most maps). You were hired by House Tharashk to locate a missing emissary of the Kingdom of Karrnath. Your contact in with the Finders Guild is Codrus (a minor dragonmarked minotaur of House Tharashk -- the House in charge of the Finder's Guild).

You were sent out with several other groups to wind through the caverns of the Ironroot Mountains in search of clues of Martush (the emissary) or some "Device/Portal" that Martush sent word of in his last communication.

You made your way through the caverns, into forgotten dwarven ruins, and eventually found the clues you were looking for... and more. House Cannith (the magic-craftsmen) are also interested in the area and have challenged (attacked) you to keep the secrets their own. You found Martush's journal and remains, and you found the ante-chamber to the "Device/Portal" but it was sealed by House Cannith before you could get in.

You're currently on your way back to report your findings and collect your pay.

Along the way, you've made some friends:
- Thorren, a dwarven paladin, and his adventuring group stayed behind to guard the sealed room, and wait for House Tharashk to show up (Codrus is out of communication, but Kartus says someone will show up).
- Kartus (the guild page) and Theeb (his bodyguard) have accompanied you to keep House Tharashk's interrests assured (Kartus is known to have some dragonshard crystals and at least one or two ritual scrolls of communication on him - Theeb is a skilled fighter).

AND SOME ENEMIES!
- Terris D'Cannith -- local leader of House Cannith (somehow connected to Aurr's warforged "father")
- Danieth and Torvel -- names dropped by artificers of House Cannith; you figure Denieth is a Breland noble - possibly Danieth D'Cannith; the name "Torvel" you can't place.
- Vendis -- a half-elf that you encountered in the large chamber, he was leading a group of adventures hired by House Tharashk from Karholm, he is somehow connected to Katsuye's history, and has turned on your group. He has stolen the lead artificer's ritual book (a book that contained several nice higher level rituals and probably some scrolls and notes -- most likely it is sensitive information to House Cannith).

You are on Vendis's trail.
You have followed him past a few traps and into an exit chamber where his men wait in ambush.
Three of Vendis's men have set up with a couple of Jhorash'tar Orcs (more savage and brutal than normal orcs) and a couple of goblin cutters (sneaky little things with a dirty backstab when they flank you). Vendis is gone, and this group was left to cover his tracks.

The fight is on.
One of Vendis's men lies dead in the room, and both a goblin and orc are near to dead...

Make sure you look over your characters. Check your gear and abilities... It may also be nice to post a few lines about your character to remind everyone who you are and also get you back into character. Whether it's your turn to fight or not, feel free to post a couple of sentences about yourself.
The orcs are up -- I'll post their turn tonight when I get home from work.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Aurr pauses a moment trying to remember how much energy and concentration it takes to heal a friend, and finally decides he has enough time to also blast the orc near him. Orc1 only had 4 hp left... so... A wave of thunder energy ripples over the orc, dropping him where he stands.

Cog, pick another target -- your attack roll is good enough to hit any of the targets (btw: if you hit the goblin, you'd get an extra 1d6 of damage because of your curse). Just pick someone. ALSO, with the orc dead you've got more freedom to move into the room and maybe you'll be able to hit someone with your curse (Thug3?).

I nod at Cog as he moves on the Goblin and take the opportunity to close on Orc2. (Shadow Step to A4) As I rise from my crouch, I begin whispering and it is when the Orc turns to look at me that I push both my blade and the deepening shadows between his ribs.Shadow Storm1d20 + 8 ⇒ (9) + 8 = 17Damage1d8 + 7 ⇒ (4) + 7 = 11Shroud Damage4d6 ⇒ (5, 1, 5, 1) = 12

A little about me...creepy...deathly pale-grey, solid black eyes with red pinpoints, black hair, black-tipped fingers/claws, all black death decorated leather...no memory of anything but my immediate past and a certain militaristic flare to the way I communicate.

Katsuye leaps through the shadows and tears a horrible wound in the orc (he's 1 hp from Bloodied - nice hit!! he was almost 100% healthy prior to that hit).
Your former allies continue to attack... but the carnage they see in front of them shakes them a bit and each of their attacks go wide.
Thug2 vs Rive:
Longsword: 1d20 + 9 ⇒ (7) + 9 = 16 vs AC, miss

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

ummm... Vang's Lightning hits all CREATURES, not just enemies - what did Rive ever do to you?? Rive's reflex isn't that hot, so you'd likely clip your buddy with your attack... And with Katsuye at B4, if you target C4 to get the orc and goblin, you might accidentally fry her (though she's got a good reflex and I think is okay with HPs right now - some magic-users might take that shot - lol)
Maybe target C8 and hit both Thugs and no friendlies?
(That's the trouble with most low level spells)

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Sorry, I hadn't updated the map. Cog is no longer next to the Goblin -- Cog, ported away. Since the power is a miss, you're welcome to use it on anyone. Do you still want to give the +1 AC to Cog or to someone else?

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.